Don’t make me think

REVISITED by Steve Krug

 
A person of average (or even below average) ability and experience can figure out how to use the thing to accomplish something without it being more trouble than its worth
— Steve Krug

Great write up by Bonnie Bakshi on Medium

And below I will just note out chapters and notes in order. It was an easy book to read with great points and humour. I read the earlier a long time ago, so was good to read again.

Krug’s first law:

DON’T MAKE ME THINK

  • Software should be self-evident. Obvious.

  • It should be self-explanatory. No effort to use.

  • Clear, no-jargon language

  • Use clear and consistent signifiers

  • If you can’t make something self-evident make it self-explanatory

HOW WE REALLY USE THE WEB

3 real-world facts:

  1. We don’t read pages, we scan them

  2. We don’t make optimal choices we satisfice

  3. We don’t figure out how things work, we muddle through

DESIGN FOR SCANNING NOT READING

  • Take advantage of conventions

    • Be creative but ensure its still usable

    • Consistency is good but clarity trumps consistency

  • Creative effective visual hierarchies

  • Break up pages into clearly defined areas

  • Make is obvious what is clickable

  • Keep the noise down
    (There’s 3 kinds: shouting, Disorganisisng, Clutter

  • Format text to support scanning

    • Use plenty of headings

    • Use short paragraphs

    • Use bullets

    • Highlight key terms and but not too many

USERS LIKE MINDLESS CHOICES

Its not necessarily about the number of clicks - more how ‘hard’ each click is

If the choice is unavoidably difficult ensure is: Brief. Timely. Unavoidable

Krugs’ second law:

“It doesn’t matter how many times I click, as long as each click is a mindless unambiguous choice.”

OMIT NEEDLESS WORDS

Edit well.

It reduces noise

Useful content becomes more prominent

‘Happy talk/sociable chatter must die

Instructions must die (everything should be self-explanatory. If absolutely necessary, keep it v short)

DESIGNING NAVIGATION

Navigation is the website. Take advantage of users mental models to form the navigation

  • Navigation:

    • Tells us what’s here

    • Tells us how to use the site

    • Gives us confidence in the people who built it

  • We should use web navigation conventions to aid quick location with minimum effort

  • Use persistent navigation on every page (but not forms – use minimal)

  • Navigation should have site ID/logo, Sections, Utilities, Back to home

  • People like to search. Provide it and make sure its smart

  • Work out the navigation for all levels of the site, not just the top few

  • Page names

    • Every page needs a name (heading)

    • It should be in the correct places – framing the content

    • Needs to be prominent

    • Name needs to match content when clicked

  • Show me where I am e.g. Using Bread Crumb trail

  • Tabs are good

  • Test one site (think test)

GET PEOPLE OFF ON THE RIGHT FOOT

Home page often needs to contain:

  • Site ID and mission

  • Site hierarchy (persistant nav)

  • Search

  • Teases – entices the user in

  • Content promos

  • Feature promos

  • Timely content

  • deals

  • Shortcuts

  • Registration

Also:

  • Show me what I’m looking for

  • … and what I’m not looking for (offers etc.)

  • Establish credibility and trust

and all the stakeholders will want a say!

Don’t lose the big picture – what the site is.

3 most important places that help get the message across:

  • The tagline

  • The welcome blurb

  • The ‘learn more’ (eg. video)

  • Use a good tagline

Ensure it is obvious where:

  • you start a search

  • you start your browsing

  • Where to find the best stuff

  • Don’t add too much to the home page – too much noise and content will get lost – think of other solutions

AVOID ARGUMENTS ABOUT USABILITY BY TESTING AND PRESENTING DATA

KEEP TESTS SIMPLE, THEY DON’T NEED TO COST A LOT

  • Test regularly (one morning a month)

  • Use 3 participants

  • You could in some instances use anyone to test with – you’ll stil learn stuff

  • Analyse the data and share it with your team

  • Fix the most important things first

MOBILE

  • All about making good tradeoffs between constraints whilst creating a good user experience

  • There is no hover function

  • Apps should be delightful, learnable, memorable [to use], usable

YOUR SOFTWARE SHOULD “DO THE RIGHT THING”

  • Don’t do user unfriendly things such as burying customer support phone numbers, be pushed to format data in a certain way etc.

  • Do things to convince the user you have their best interest at heart

ACCESSIBILITY

  • 15% of the world population has a disability (over a billion people)

  • A disability happens as the point of interaction between a person and a society eg a deaf person facing an intercom to open a door

“It is not just a health problem, its a phenomenon reflecting the interactions between features of a person’s body and features of the society in which they live” The World Health Organisation

  • Inclusive design should consider the full range of human diversity and be prepared to create multiple solutions for everyone

  • Designing with user empathy and providing inclusive design solutions we will find that it also benefits many in excluding situations – with and without a disability

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